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− | {{Rewrite|reason='''Format standardization needed'''}}{{infobox main|production| | + | {{Infobox main|production |
| | name = Electric tailor bench | | | name = Electric tailor bench |
− | | image = Table tailor electric north.png|Electric tailor bench | + | | image = Table tailor electric north.png |
| | imagesize = 192px | | | imagesize = 192px |
− | | description = "A workbench with a sewing machine for rapid tailoring of clothes. Can work without electricity at 40% of normal speed." | + | | description = A workbench with a sewing machine for rapid tailoring of clothes. Can work without electricity at 50% of normal speed. |
− | | type = Production | + | | type = Building |
− | | type2 = Clothing | + | | type2 = Production |
− | | placeable = Yes | + | | placeable = true |
− | | rotatable = Yes | + | | path cost = 50 |
| + | | passability = pass through only |
| | cover = 0.5 | | | cover = 0.5 |
− | | size = 1 ˣ 3 | + | | minifiable = true |
| + | | size = 3 ˣ 1 |
| + | | mass base = 20 |
| + | | flammability = 1 |
| | hp = 180 | | | hp = 180 |
− | | mass base = 20 | + | | sell price multiplier = 0.7 |
− | | beauty = 0
| |
− | | flammability = 1.0
| |
| | power = -120 | | | power = -120 |
| + | | unpowered work speed factor = 0.5 |
| + | | terrain affordance = medium |
| | facility = tool cabinet | | | facility = tool cabinet |
| + | | research = Electricity, complex clothing |
| + | | skill 1 = Construction |
| + | | skill 1 level = 4 |
| + | | work to make = 2500 |
| | stuff tags = Metallic, Woody | | | stuff tags = Metallic, Woody |
− | | work to make = 2500
| |
| | resource 1 = Stuff | | | resource 1 = Stuff |
| | resource 1 amount = 75 | | | resource 1 amount = 75 |
| | resource 2 = Steel | | | resource 2 = Steel |
− | | resource 2 amount = 50 | + | | resource 2 amount = 50 |
| | resource 3 = Component | | | resource 3 = Component |
| | resource 3 amount = 2 | | | resource 3 amount = 2 |
− | | deconstruct yield = {{icon|buildingmat|56}} + {{icon|steel|38}} + {{icon|component|1}}
| + | }} |
− | | skill 1 = Construction
| + | {{Info|The '''electric tailor bench''' is used by [[Work#Tailor|tailors]] to produce [[clothing]]. It is a [[power]]ed version of the [[hand tailor bench]].}} |
− | | skill 1 level = 4
| + | |
− | }}{{Info|The '''electric tailor bench''' is used by [[Menus#Tailor|tailors]] to produce [[clothing]]. It can still operate without electricity, but at a reduced production speed slower than that of its non-electric counterpart, the [[hand tailor bench]].}}Like other production stations, a bill must be created to specify what items are to be produced and what [[textiles]] may be used. Materials that are used to make clothing are [[textiles]], which consists of [[leathers]] and [[fabrics]]. The only exception is tuques, which can only be crafted from [[fabrics]]. Each clothing item produced has a certain [[quality]] depending on the crafting skill of the colonist. An item's market value, deterioration rate, defense rating and temperature resistance are all determined by the material substance and crafting quality.
| + | == Acquisition == |
| + | {{Acquisition}} |
| + | |
| + | == Summary == |
| + | {{See also|Hand tailor bench}} |
| + | [[File:UnfinishedApparel.png|right|thumb|Unfinished piece of clothing]] |
| | | |
− | Grown [[cloth]] is the baseline material used for tailoring, being easy to grow and providing mundane stats across the board. [[Devilstrand]] by comparison provides much better protection, but is extremely difficult and slow to grow and not useful for equipping a starting colony. Leather based apparel typically has improved defense ratings while domesticated animal wool has excellent temperature tolerance for extreme climates.
| + | Electric tailor benches allow you to create [[apparel]] items from [[textile]]s, which counts as [[Work#Tailor|Tailoring]] work. The [[quality]] of apparel is determined by [[Crafting]] skill. |
| | | |
− | If a tailoring job is interrupted for any reason, the crafter will drop the piece, usually on the workbench, and it will be in an unfinished state until the crafter finishes it. A crafter cannot work on another crafter's piece and only 1 unfinished piece can be made per bill. The piece will indicate the name of the crafter and how much work is remaining. The stockpile filter includes an entry for unfinished apparel which allows the player to control where they are stored. Unfinished pieces can be cancelled at any point to return 75% of the materials. | + | If a job is interrupted for any reason, the tailor will drop the piece, usually on the workbench, and it will be in an unfinished state until they finish it. A pawn cannot work on another pawn's clothing. The piece will indicate the name of the tailor and how much work is remaining. The stockpile filter includes an entry for unfinished items which allows the player to control where they are stored. It can connect to up to 2 [[tool cabinet]]s to increase work speed. |
| | | |
− | An effective tool for ensuring that only quality garments from a tailoring bench are retained is to set your colonists to only wear clothes above a certain quality level using the 'Assign' tab. This way, you can ensure they only wear the best clothes, while leaving the inferior quality clothes to sell.
| + | When powered, an electric tailor bench has a [[Property:Work Speed Factor|Work Speed Factor]] of 100%, meaning all the bills take the listed amount of time to complete. When unpowered, Work Speed Factor is reduced to 50%, half speed, the same as a [[hand tailor bench]]. |
| | | |
− | Up to two nearby [[tool cabinet]]s can be connected to an electric tailoring bench to increase work speed.
| + | === Bills === |
| + | {{Recipe List}} |
| | | |
− | It is built with {{Required Resources}} in {{Ticks|{{P|Work To Make}}}} after the research [[Research#Electricity|Electricity]] has been completed.
| + | == Analysis == |
| + | A hand tailor bench or electric tailor bench are the only ways for a colony to create its own clothing. The electric tailor bench is twice as fast when powered, and only costs {{Icon Small|steel}} 50 [[steel]] and {{Icon Small|component}} 2 [[component]]s more, which usually makes it better. Clothing helps prevent nudity, and any colonist can receive a slight amount of protection from quality [[button-down shirt]]s and [[pants]]. In the mid-game / late-game, [[devilstrand]] [[duster]]s are a strong option for protective gear, since they can be worn with a [[flak vest]]. |
| | | |
− | {|class="wikitable sortable" style="text-align: center;"
| + | An effective tool for ensuring that only quality garments from a tailoring bench are retained is to set your colonists to only wear clothes above a certain quality level using the 'Assign' tab. This way, you can ensure they only wear the best clothes, and you can leave the inferior quality clothes to sell. |
− | |+ '''Clothing items that can be crafted'''
| |
− | ! Item !! Work Amount !! Materials Needed !! Weight !! Materials !! Base Market Value !! Value/Work !! Value/Materials !! Value/Weight
| |
− | |-
| |
− | | [[Cowboy hat]] || 30 || 25 || 0.14 || Textiles || 44 || 1.47 || 1.76 || 314.29
| |
− | |-
| |
− | | [[Bowler hat]] || 30 || 20 || 0.14 || Textiles || 36 || 1.20 || 1.80 || 257.14
| |
− | |-
| |
− | | [[Tribal headdress]] || 100 || 50 || 0.11 || Textiles, no leather || 97 || 0.97 || 1.94 || 881.82
| |
− | |-
| |
− | | [[Tuque]] || 20 || 20 || 0.07 || Textiles, no leather || 34 || 1.70 || 1.70 || 485.71
| |
− | |-
| |
− | | [[War mask]] || 50 || 25 || 1.40 || Wood || 38 || 0.76 || 1.52 || 27.14
| |
− | |-
| |
− | | [[Veil]] || 24 || 20 || 0.08 || Textiles, no leather || 35 || 1.46 || 1.75 || 437.50
| |
− | |-
| |
− | | [[Tribalwear]] || 30 || 60 || 0.50 || Textiles || 96 || 3.20 || 1.60 || 192.00
| |
− | |-
| |
− | | [[Parka]] || 134 || 80 || 2.00 || Textiles || 149 || 1.11 || 1.86 || 74.50
| |
− | |-
| |
− | | [[Pants]] || 27 || 40 || 0.50 || Textiles || 66 || 2.44 || 1.65 || 132.00
| |
− | |-
| |
− | | [[T-shirt]] || 27 || 40 || 0.25 || Textiles || 66 || 2.44 || 1.65 || 264.00
| |
− | |-
| |
− | | [[Button-down shirt]] || 45 || 45 || 0.30 || Textiles || 77 || 1.71 || 1.71 || 256.67
| |
− | |-
| |
− | | [[Duster]] || 167 || 80 || 2.00 || Textiles || 156 || 0.93 || 1.95 || 78.00
| |
− | |-
| |
− | | [[Jacket]] || 117 || 70 || 1.70 || Textiles || 130 || 1.11 || 1.86 || 76.47
| |
− | |-
| |
− | | [[Formal shirt]] {{RoyaltyIcon}} || 100 || 65 || 0.25 || Textiles || 119 || 1.19 || 1.83 || 476.00
| |
− | |-
| |
− | | [[Corset]] {{RoyaltyIcon}} / [[Formal vest]] {{RoyaltyIcon}} || 200 || 45 || 0.75 || Textiles || 111 || 0.56 || 2.47 || 148.00
| |
− | |-
| |
− | | [[Prestige robe]] {{RoyaltyIcon}} || 334 || 100 || 0.75 || Textiles || 220 || 0.66 || 2.20 || 293.33
| |
− | |-
| |
− | | [[Ladies hat]] {{RoyaltyIcon}} / [[Top hat]] {{RoyaltyIcon}} || 100 || 50 || 0.10 || Textiles || 97 || 0.97 || 1.94 || 970.00
| |
− | |-
| |
− | | [[Cape]] {{RoyaltyIcon}} || 267 || 80 || 2.00 || Textiles || 178 || 0.67 || 2.23 || 89.00
| |
− | |-
| |
− | | [[Beret]] {{RoyaltyIcon}} || 67 || 35 || 0.10 || Textiles || 67 || 1.00 || 1.91 || 670.00
| |
− | |}
| |
| | | |
− | {{Building Material Table}} | + | {{Building Stats Table}} |
| | | |
− | {{nav|production|wide}} | + | {{Nav|production|wide}} |
− | [[Category:Production]] | + | [[Category:Production]] [[Category:Apparel Production]] |
− | [[Category:Clothing]] | |
Electric tailor bench
A workbench with a sewing machine for rapid tailoring of clothes. Can work without electricity at 50% of normal speed.
Base Stats
- Type
- Building – Production
- Mass
- 20 kg
- HP
- 180
- Flammability
- 100%
- Path Cost
- 50 (21%)
Building
- Size
- 3 × 1
- Minifiable
- True
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 50%
- Terrain Affordance
- Medium
- Power
- -120 W
- Facility
- Tool cabinet
- Unpowered Work Speed Factor
- 50%
Creation
- Required Research
- Electricity, Complex clothing
- Skill Required
- Construction 4
- Work To Make
- 2,500 ticks (41.67 secs)
- Stuff Tags
- Metallic, Woody
- Resources to make
- 75 + 50 + 2
- Deconstruct yield
- 37 - 38 + 25 + 1
- Destroy yield
- 18 - 19 + 12 - 13 + 0 - 1
The electric tailor bench is used by tailors to produce clothing. It is a powered version of the hand tailor bench.
Acquisition[edit]
Electric tailor benches can be constructed once the electricity and complex clothing research projects have been completed. Each requires 75 Stuff (Metallic/Woody, 750 for SMVs), 50 Steel, 2 Components, 2,500 ticks (41.67 secs) of work modified by the construction speed of the builder and the work to build factor and offset of the material, and a construction skill of 4.
Summary[edit]
Unfinished piece of clothing
Electric tailor benches allow you to create apparel items from textiles, which counts as Tailoring work. The quality of apparel is determined by Crafting skill.
If a job is interrupted for any reason, the tailor will drop the piece, usually on the workbench, and it will be in an unfinished state until they finish it. A pawn cannot work on another pawn's clothing. The piece will indicate the name of the tailor and how much work is remaining. The stockpile filter includes an entry for unfinished items which allows the player to control where they are stored. It can connect to up to 2 tool cabinets to increase work speed.
When powered, an electric tailor bench has a Work Speed Factor of 100%, meaning all the bills take the listed amount of time to complete. When unpowered, Work Speed Factor is reduced to 50%, half speed, the same as a hand tailor bench.
Name |
Materials |
Work to Make |
Required Research |
Type
|
Bowler hat
|
20 (Leathery/Fabric)
|
001,800 ticks (30 secs)
|
Complex clothing
|
Gear - Clothing |
Button-down shirt
|
45 (Leathery/Fabric)
|
002,700 ticks (45 secs)
|
Complex clothing
|
Gear - Clothing |
Cowboy hat
|
25 (Leathery/Fabric)
|
001,800 ticks (30 secs)
|
Complex clothing
|
Gear - Clothing |
Duster
|
80 (Leathery/Fabric)
|
010,000 ticks (2.78 mins)
|
Complex clothing
|
Gear - Clothing |
Hood
|
50 (Fabric/Leathery)
|
006,000 ticks (1.67 mins)
|
–
|
Gear - Clothing |
Jacket
|
70 (Leathery/Fabric)
|
007,000 ticks (1.94 mins)
|
Complex clothing
|
Gear - Clothing |
Pants
|
40 (Leathery/Fabric)
|
001,600 ticks (26.67 secs)
|
Complex clothing
|
Gear - Clothing |
Parka
|
80 (Leathery/Fabric)
|
008,000 ticks (2.22 mins)
|
Complex clothing
|
Gear - Clothing |
Robe
|
80 (Fabric/Leathery)
|
005,000 ticks (1.39 mins)
|
–
|
Gear - Clothing |
T-shirt
|
40 (Leathery/Fabric)
|
001,600 ticks (26.67 secs)
|
Complex clothing
|
Gear - Clothing |
Tribal headdress
|
50 (Fabric)
|
006,000 ticks (1.67 mins)
|
–
|
Gear - Clothing |
Tribalwear
|
60 (Leathery/Fabric)
|
001,800 ticks (30 secs)
|
–
|
Gear - Clothing |
Tuque
|
20 (Fabric)
|
001,200 ticks (20 secs)
|
Complex clothing
|
Gear - Clothing |
Veil
|
20 (Fabric)
|
001,400 ticks (23.33 secs)
|
–
|
Gear - Clothing |
War mask
|
25 (Woody)
|
003,000 ticks (50 secs)
|
–
|
Gear - Clothing |
50× Patchleather
|
50 (Leathery)
|
000,900 ticks (15 secs)
|
–
|
Textile - Leather |
Lab coat
|
70 (Leathery/Fabric)
|
005,000 ticks (1.39 mins)
|
Complex clothing
|
Gear - Clothing |
Face mask
|
10 (Fabric)
|
000,800 ticks (13.33 secs)
|
Complex clothing
|
Gear - Clothing |
Heavy bandolier
|
75 (Fabric/Leathery)
|
003,500 ticks (58.33 secs)
|
Complex clothing
|
Gear - Clothing |
Kid pants
|
20 (Leathery/Fabric)
|
001,280 ticks (21.33 secs)
|
Complex clothing
|
Gear - Clothing |
Kid parka
|
40 (Leathery/Fabric)
|
006,400 ticks (1.78 mins)
|
Complex clothing
|
Gear - Clothing |
Kid romper
|
30 (Fabric/Leathery)
|
002,000 ticks (33.33 secs)
|
Complex clothing
|
Gear - Clothing |
Kid shirt
|
20 (Fabric/Leathery)
|
001,280 ticks (21.33 secs)
|
Complex clothing
|
Gear - Clothing |
Kid tribalwear
|
30 (Leathery/Fabric)
|
001,400 ticks (23.33 secs)
|
–
|
Gear - Clothing |
Sash
|
25 (Fabric/Leathery)
|
001,000 ticks (16.67 secs)
|
Complex clothing
|
Gear - Clothing |
Authority cap
|
25 (Fabric/Leathery)
|
001,500 ticks (25 secs)
|
–
|
Gear - Clothing |
Blindfold
|
20 (Fabric)
|
001,200 ticks (20 secs)
|
–
|
Gear - Clothing |
Broadwrap
|
30 (Fabric)
|
001,800 ticks (30 secs)
|
–
|
Gear - Clothing |
Burka
|
60 (Fabric)
|
004,000 ticks (1.11 mins)
|
–
|
Gear - Clothing |
Flophat
|
20 (Fabric)
|
001,200 ticks (20 secs)
|
Complex clothing
|
Gear - Clothing |
Headwrap
|
20 (Fabric)
|
001,400 ticks (23.33 secs)
|
–
|
Gear - Clothing |
Shadecone
|
25 (Fabric/Leathery)
|
001,800 ticks (30 secs)
|
Complex clothing
|
Gear - Clothing |
Slave body strap
|
70 (Fabric/Leathery)
|
007,000 ticks (1.94 mins)
|
–
|
Gear - Clothing |
Slave collar
|
25 (Metallic/Leathery, 250 for SMVs)
|
001,800 ticks (30 secs)
|
–
|
Gear - Clothing |
Slicecap
|
15 (Woody/Metallic, 150 for SMVs)
|
002,000 ticks (33.33 secs)
|
–
|
Gear - Clothing |
Tailcap
|
20 (Leathery)
|
001,400 ticks (23.33 secs)
|
Complex clothing
|
Gear - Clothing |
Visage mask
|
15 (Woody/Metallic, 150 for SMVs)
|
002,000 ticks (33.33 secs)
|
–
|
Gear - Clothing |
Beret
|
35 (Leathery/Fabric)
|
004,000 ticks (1.11 mins)
|
Noble apparel
|
Gear - Clothing |
Cape
|
80 (Leathery/Fabric)
|
016,000 ticks (4.44 mins)
|
–
|
Gear - Clothing |
Corset
|
45 (Leathery/Fabric)
|
012,000 ticks (3.33 mins)
|
Noble apparel
|
Gear - Clothing |
Formal shirt
|
65 (Leathery/Fabric)
|
006,000 ticks (1.67 mins)
|
Noble apparel
|
Gear - Clothing |
Formal vest
|
45 (Leathery/Fabric)
|
012,000 ticks (3.33 mins)
|
Noble apparel
|
Gear - Clothing |
Ladies hat
|
50 (Leathery/Fabric)
|
006,000 ticks (1.67 mins)
|
Noble apparel
|
Gear - Clothing |
Prestige robe
|
100 (Leathery/Fabric)
|
020,000 ticks (5.56 mins)
|
Royal apparel
|
Gear - Clothing |
Top hat
|
50 (Leathery/Fabric)
|
006,000 ticks (1.67 mins)
|
Noble apparel
|
Gear - Clothing |
Analysis[edit]
A hand tailor bench or electric tailor bench are the only ways for a colony to create its own clothing. The electric tailor bench is twice as fast when powered, and only costs 50 steel and 2 components more, which usually makes it better. Clothing helps prevent nudity, and any colonist can receive a slight amount of protection from quality button-down shirts and pants. In the mid-game / late-game, devilstrand dusters are a strong option for protective gear, since they can be worn with a flak vest.
An effective tool for ensuring that only quality garments from a tailoring bench are retained is to set your colonists to only wear clothes above a certain quality level using the 'Assign' tab. This way, you can ensure they only wear the best clothes, and you can leave the inferior quality clothes to sell.
Stats table
Electric tailor bench
|
Beauty
|
Work to Build
|
HP
|
Flammability
|
Market Value
|
Material |
---|
Bioferrite |
0 | 006,250 ticks (1.74 mins) | 360 | 75% | 240 |
Gold |
20 | 002,250 ticks (37.5 secs) | 108 | 40% | 7,665 |
Plasteel |
0 | 005,500 ticks (1.53 mins) | 504 | 0% | 855 |
Silver |
6 | 002,500 ticks (41.67 secs) | 126 | 40% | 920 |
Steel |
0 | 002,500 ticks (41.67 secs) | 180 | 40% | 310 |
Uranium |
0 | 004,750 ticks (1.32 mins) | 450 | 0% | 625 |
Wood |
0 | 001,750 ticks (29.17 secs) | 117 | 100% | 255 |